Fantasy

Village Crone

Become a witch and enter the medieval world of Wickersby in this worker placement, resource management game with spellcasting! Make villagers fall in love, turn them into frogs, or teleport them to different locations. Use your familiars to gather ingredients and cast spells on the villagers to achieve goals and score victory points as you vie to be named the village crone.

All the players are witches who have come upon a medieval village without a crone. They send out familiars to gather ingredients they can use in spells to complete Witch's Scheme cards. Each of the cards is worth 1, 2, or 3 points, which also indicates how difficult the scheme is to complete. The witch who scores 13 points wins.

The village consists of 6 location game boards: village green, lord's manor, farm, mill, forge, and tithe barn. The locations are modular and can be placed in any order or configuration as long as the gridlines line up. (The easiest way to play is with a 3x2 retangular configuration.)

The villagers, who are the most frequent targets of the Witch's Schemes, have starting locations. The peasant begins in the village green, the lord in the lord's manor, the farmer in the farm, the miller in the mill, the blacksmith in the forge, and the priest in the tithe barn.

The ingredients can be found at 4 of the 6 locations. Silver is in the lord's manor, soil in the farm, flour in the mill, and fire in the forge. There are also 3 eye of newt cards in each stack of ingredients and can be used as wild cards in spells.

At the beginning of the game, each player is dealt 1 of each of the 3 levels of Witch's Scheme cards. Consulting their Books of Spells (which are the same for each witch) to determine which ingredients will be needed to cast the spells on their Witch's Scheme cards, they put 1 familiar in the village green, take turns placing 2 additional familiars in other locations, and draw 2 ingredients from those locations.

The first step in the order of play is to tithe. As soon as each player knows which ingredient they will sacrifice, they place it facedown in the tithe barn. This seeds the tithe barn with ingredients that can be gleaned with the Fortune spell (which allows a player to draw any 3 ingredients from the tithe barn). However, any player who placed a familiar in the tithe barn does not have to tithe.

Then, in turn order, players may move their own familiars and/or villagers and cast spells. (Spells may be cast for strategic or tactical purposes as well as to complete Witch's Schemes.) The movement is limited to a total of 6 spaces, and the number of spells is limited only by the ingredients the player has. The movement and spellcasting can be in any order on a player's turn. A player can even intersperse movement and spellcasting. If a player completes a Witch's Scheme, the card is turned over so that the other players can clearly see how many points that player has. After he/she is finished moving and casting spells, he/she draws 1 of each of the 3 levels of cards, reads them, and decides which one(s) to add to his/her hand as replacements.

When all players have finished moving and casting spells, the players harvest 2 ingredients for each familiar in a location, and the broom (which indicates the first player) is moved clockwise.

The spells are Conjuring (to add up to 2 more familiars into play), Love (to join the fates of 2 villagers, meaning spells cast on one affect the other and movement of one moves the other), Transformation (to turn a villager into a frog or vice versa), Binding (to lock a location down and prevent anyone or anything from entering or leaving a location), Switching (to change the place of 2 familiars and/or villagers), Summoning (to cause a villager to move to a location containing one of the player's familiars), Fortune (to allow a player to draw any 3 ingredients from the tithe barn), and Protection (to block a spell cast by another player). 1 silver can also be used to complete a Scheme out of turn or to discard and draw a new Witch's Scheme card. Each spell requires not only ingredients but also an incantation, which is provided in the Book of Spells. Alternatively, players can make up their own incantations. If a player is caught trying to complete a spell without speaking the incantation, the spell does not work.

Each witch has access to the same number of starting familiars, the same ingredients, the same spells, and 3 Schemes of the same level. But the witch who most cleverly uses these resources to reach 13 points is named the village crone.

The Village Crone also includes rules for solitaire play.

Spellcaster

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Spellcaster is a card game pitting two to four mages in a duel of supremacy. You win by exhausting your opponent's energies or by collecting enough sorcery sapphires to overpower them. Sixty different spells are included from four fields of study: Combat, Conjuring, Healing and Sorcery. Cast one or more spells each turn to overcome your opponent and become the Grand Master Mage!

Orcs Orcs Orcs

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The mages start the game on top of the tower in the middle of the battlefield. The battlefield consists of six lanes, each with three sectors, radiating out from the tower. On these lanes, the orcish hordes will try to charge all the way towards the tower. Your job is to defeat them before they can reach you.

At the beginning of each game round players draw a fate card, which will determine which category of creatures will advance one sector towards the tower and sometimes implement a nasty rule change for that particular game round. There are three categories of orcs which differ in strength and special abilities that are conveyed to a player once an orc is defeated.

The game ends when you run out of orcs on one of the four lanes. During the final scoring, players count up their defeated orcs and multiply them by the number on the creature counter, get points for each support spell learned and subtract points for each poison card in their deck. Whoever has the most points will be declared "Master Mage"!

Dragon Farkle

Gather your courage! The long-enjoyed peace of Yon has been disrupted by a ferocious and mean-spirited dragon — he's terrorizing the locals and eating their livestock without their permission! Fortunately, a few wannabe heroes (that's you!) have risen to the challenge of slaying the beast. Get yourself a brave companion, gather a powerful army, and enter the Dragon's Keep for cheese and country in Dragon Farkle!

To play, you gather an army of loyal soldiers or steal them from your opponents, hire suspicious-looking companions and gain allegedly useful items (most of which aren't even cursed), then fight that dragon you've heard so much about — or don't, if you hate winning...

Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre

Did you know that magical wizards are battling to the death ... and beyond ... right now!? "Why battle?" you might ask. "What have I got to prove, magic man?" Only who's the most awesomely powerful battle wizard in the entire realm, that's what! As a Battle Wizard, you'll put together up to three spell components to craft millions (okay, not really) of spell combos. Your spells might kick ass, or they could totally blow – it's up to you to master the magic. You will unleash massive damage on the faces of your wizard rivals in a no-holds-barred, all-out burn-down to be the last Battle Wizard standing. And it doesn't stop there! Powerful magic items bring on a whole new level of bloody carnage as you and your mighty wizard opponents tear each other limb from limb in an orgy of killing! Do you have what it takes to use epic spells in a war at Mt. Skullzfyre? Will YOU be the Ultimate Battle Wizard!?!

Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre is a humorous card game depicting a vicious, over-the-top battle between a variety of comically illustrated wizards. The game focuses primarily on creating three-part spell combos to blast your foes into the afterlife. The unique Dead Wizard cards allow players to stay in the game even after their wizards have been defeated.